![]() The nacelles are surface-mount so you can place them wherever you please, and are made to project a little so there's some clearance to fit a bit of a wider stack between them than just the one to which they are attached.īut what I really wanted to do here was get a consistent and methodically created mechanics, both in making it polished as well as more "realistic" for suitably accommodating values of that term. The warp core in this one accepts a 1.25m connection to the rest of the stack, and in the testing rig pictured here is sandwiched between Nertea's damn fine parts, with a LqdDeuterium tank below and Antimatter containment above. In this take, the Star Trek-style nacelles-and-core design is employed, but it's been shrunk and modified to fit more nicely and integratedly onto a Kerbal rocket stack, as shown in this picture - note that I do not yet have texturing done on the parts shown here (you can only see the nacelles - though the default colors I find work nice enough for such a preview screenie at least, and likely suggest that the final texture will aim to produce similar colors but with proper shading and also suitably glowy bits), it's just a rough illustration so far (hence WIP). And given I'd already been dabbling in other directions with KSP modding, I thought I'd try and roll another. Moreover, I noted the author of that mod was trying to bring a set of complete Star Trek ships into the game and while I'm not at all saying that's not a good idea, I was hoping for something a bit more bare-bones and that would integrate more nicely and directly with the Kerbal vessels and parts I was used to playing with. Nonetheless, I couldn't help but think this was a really cool idea, and wanted to have a complete and working one. The idea for this mod was born after I saw another here called "TrekDrive" that introduced the concept of bringing a Star Trek-style warp drive to Kerbal Space Program, and I tried it but found it sadly to be in a rather incomplete and buggy state (although I note recently that the author thereof has posted about it and suggests they will be revisiting the mod in the future). This has been on my backburner for a little while mostly b/c of the awkwardness of blender, but that changed when I took recently to really trying to finish it. See my latest post, there's a GitHub available. UPDATE (): I just have managed to get a decently working implementation but artwork is still lacking.
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